Yeah this is probably not anywhere close to a game I'd want to actually play, but just viewing it as funding for R&D in an interesting field combined with the pitch video has me thinking about backing.
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CheesecakeRecipe"Should not be allowed to post in the Steam Thread" - IsornSqualor Victoria, Squalor Victoria!Registered Userregular
That's one of the big things for me about this. They aren't just doing a "One and Done" deal with this backing. Whatever they learn, whatever comes out at the other end of the tunnel isn't just going to be theirs to use only. They have an idea on how they want to make it and develop it, but they will let others use it for their products and ideas.
It's a noble idea. However, I agree the funding goals seem...a bit heady.
Also, the main problem with using motion controllers for swordplay in games is that a motion controller can't give any kinetic response. For example, If I swing my sword at my opponent from right to left, and he parries my attack halfway, I have no way of feeling that - I'll just continue my swing. Now my controller is over on my left, but on my screen, my blade has been stopped somewhere on my right or in between. Are you starting to understand my concern? Now I want to frantically my controller somewhere back towards the middle of my body so it matches up with what's on the screen. Does that movement cause my character to bring his sword back over to the far right, or does the game simply ignore any inputs until you get your controller back in sync with what's happened in-game? Say I want to do a beat attack, knocking my opponent's blade out of the way before delivering a thrust. With no way to feel my blade hitting the opponent's, I have to guess how much controller motion is required to create enough force to beat aside my opponent's defense.
I don't know. Maybe I'm way off base here, these things just seem like they'd be problems in a motion-control sword fighting game, based on what imagination and some low-level fencing in college tell me.
The best way to handle that would probably be dependent on whether a parry tends to result in blades locking or recoiling (I don't know this myself, unfortunately). If locks dominate, then it's easy enough to work with. Just have the blades lock at the contact point, and have the distance you move the remote past the contact point determine how hard you're pushing on the blade.
Heck, you could probably make the whole system force-based, with the remote's position representing where you want the blade to be, and the blade itself getting to that point in its own time. Foils would be nearly 1 to 1, but the heavier the sword, the more you need to fight against its momentum.
It's a pity I can't look at the video from where I am now.
It's a noble idea. However, I agree the funding goals seem...a bit heady.
Also, the main problem with using motion controllers for swordplay in games is that a motion controller can't give any kinetic response. For example, If I swing my sword at my opponent from right to left, and he parries my attack halfway, I have no way of feeling that - I'll just continue my swing. Now my controller is over on my left, but on my screen, my blade has been stopped somewhere on my right or in between. Are you starting to understand my concern? Now I want to frantically my controller somewhere back towards the middle of my body so it matches up with what's on the screen. Does that movement cause my character to bring his sword back over to the far right, or does the game simply ignore any inputs until you get your controller back in sync with what's happened in-game? Say I want to do a beat attack, knocking my opponent's blade out of the way before delivering a thrust. With no way to feel my blade hitting the opponent's, I have to guess how much controller motion is required to create enough force to beat aside my opponent's defense.
I don't know. Maybe I'm way off base here, these things just seem like they'd be problems in a motion-control sword fighting game, based on what imagination and some low-level fencing in college tell me.
The best way to handle that would probably be dependent on whether a parry tends to result in blades locking or recoiling (I don't know this myself, unfortunately). If locks dominate, then it's easy enough to work with. Just have the blades lock at the contact point, and have the distance you move the remote past the contact point determine how hard you're pushing on the blade.
Heck, you could probably make the whole system force-based, with the remote's position representing where you want the blade to be, and the blade itself getting to that point in its own time. Foils would be nearly 1 to 1, but the heavier the sword, the more you need to fight against its momentum.
It's a pity I can't look at the video from where I am now.
If you check out update #17 on the update tab of the kickstarter, they address this issue in some detail, with a few videos to help get the point across. I guess the answer they're currently giving is "people will get used to how much you have to move the controller," which isn't really that satisfying, but they're at least putting some thought into it.
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As someone who is a Historical European Martial Arts enthusiast, I'd love to see this game get made.
The best way to handle that would probably be dependent on whether a parry tends to result in blades locking or recoiling (I don't know this myself, unfortunately). If locks dominate, then it's easy enough to work with. Just have the blades lock at the contact point, and have the distance you move the remote past the contact point determine how hard you're pushing on the blade.
Heck, you could probably make the whole system force-based, with the remote's position representing where you want the blade to be, and the blade itself getting to that point in its own time. Foils would be nearly 1 to 1, but the heavier the sword, the more you need to fight against its momentum.
It's a pity I can't look at the video from where I am now.
If you check out update #17 on the update tab of the kickstarter, they address this issue in some detail, with a few videos to help get the point across. I guess the answer they're currently giving is "people will get used to how much you have to move the controller," which isn't really that satisfying, but they're at least putting some thought into it.